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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
Downloads: 42
Uploads: 0
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Yet though. And it is in French only. And it is here: http://www.mille-sabords.com/forum/i...s&showfile=531 Man sonar hears everything, including the cries of dolphins. ![]()
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane |
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#17 |
Sonar Guy
![]() Join Date: May 2014
Location: In shallow waters
Posts: 388
Downloads: 19
Uploads: 0
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#18 |
Navy Seal
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Well, I've been on the anti-RSRDC bus since the mod came out. But it has nothing to do with reporting or not reporting sounds. I've used RSRDC with TMO, stock and GFO. It has no influence on sonar reports at all.
However, calling RSRDC a "historical" mod is just silly. War is a dynamic thing and to experience it authentically, it must be a dynamic, not strictly scripted thing. RSRDC puts the Japanese in a straitjacket. Let's say that during the war convoys went past a certain point for a period of time. If, in the real war, you showed up with a submarine and blasted some merchies, they would re-route the convoy. But in RSRDC it's like a shooting gallery where the little ducky just oscillates back and forth, back and forth. You just point your gun at the endpoint of the travel, time the shots and go ping! ping! ping! The ducky is oblivious and so is the Japanese navy in RSRDC. Also RSRDC assumes knowledge that the US Navy didn't have, the exact nature of the Japanese shipping routes during the war. And if you think Japanese records are the gold standard of knowing the movement of every Japanese ship during the war, reflect that they were bombed into the stone age, both conventionally and with nuclear weapons. How many records were destroyed? How many records, in the heat of the moment, were "reconstructed" afterward or just never written down at all. Pretending to be able to reconstruct every Japanese ship movement of the war is just silly, even if it were appropriate, which it is not appropriate. The real experience was random, just like the stock game. You can quibble with the nature of the groups of ships encountered, but you have to give the game devs a huge attaboy in realizing that sub captains went where ordered, productive or not. Boats under Lockwood had greater freedom of action than those under Christie. If, under Christie, you were frustrated and decided to sashay over to a choke point you thought might be more productive you'd find yourself sashaying to a ground pounding job upon your return. The brass didn't have a chart of the Japanese shipping lanes like we have and those lanes were not static. They moved about as circumstances dictated. The Japanese didn't force shipping by a submarine just because some script told them to. They moved the shipping to avoid. With RSRDC you just game the system, enjoying an absolute god-mode mastery of never being surprised, always heading where the action will be knowing the enemy is blind, deaf and dumb. I can assure you the Japanese were not blind, deaf and dumb. It is RSRDC that is blind, deaf and dumb. For game playing authenticity, the stock game beats RSRDC in just about every way. Calling RSRDC a "historical" campaign mod is a grave disservice to the very concept of a dynamic campaign game. That's only half of my criticism of RSRDC. The other half is more severe, because the RSRDC historical campaign mod is neither historical, nor is it just a campaign mod. It is also an anti-GFO, anti-RFB and anti-TMO mod.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 11-25-15 at 09:41 AM. |
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#19 | |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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#20 | |
Argentinian Skipper
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Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#21 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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#22 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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I will just describe this situation: being at 50 feet, deep 0kn and enemy no more than 5000yd and still doesn't report any contact, unless i manually find him with the hydrophone (very very loud sound). Just then the sonarman proceeds with the first contact report like a big troll. |
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#23 | |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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also after you get him to call out the contact can he follow it? |
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#24 |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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#25 |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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Ok, i've just reinstalled everything and applied only rfb 2.0 + patch.....it seems to work properly now.
In order to avoid any wrong interpretation, how the AI hydrophone works in rfb 2.0, what is its limit? UPDATE: definitely it is working better now, just for information i was struggling to get the contact detection even on the tutorial attack torpedo. Last edited by xXNightEagleXx; 11-26-15 at 09:18 AM. |
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#26 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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If I do the listening I have found I can hear (by hear I mean see a green light) ships up to 20nm.
If the sonarman does the listening I am not exactly sure what the distance is. It will depend on his sensor skill though. |
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#27 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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I won't pretend to know all the ins and outs of the game here, but know that the games sound mechanics are poor. Personally, I stopped expecting much in this department when I noticed I could hear ships on the other side of an island. |
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#28 |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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Is there a way to change it to a more realistic value?
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#29 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() I doubt it. |
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#30 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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1 There was really a bug but it solved as i reinstalled just some mods (specially with TMO). 2 After the reinstall, i immediately jumped to RFB full time (practically for the first time). IMO in TMO all sensors work much better both in theory (specs) and in practice. In TMO both me and the AI can hear from a much bigger distance even higher than the sonar spec. Last edited by xXNightEagleXx; 11-27-15 at 02:42 PM. |
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